Will house 4 workers. The main floor will have a fairly nice entryway, plain common area and dining and food prep space and one room. Upstairs will be 2 room crowded bedroom space. One shared with a bunk and the other for a single occupant.

The building is rather small. Might I suggest worker bedroom(s) in the basement, via a hatch, and retainer bedroom(s) on the 2nd floor. There is also that funky 3rd floor area - maybe some storage up there too.

Seperate upstairs is home to the plantation owner's mistress whose door typically remains locked. The main floor has living area of the plantations maintenance and construction guy who is also secretly sleeping with the mistress. There are clues of this left in the interior for a possible quest. Bottom floor houses two occupants both of whom frequently fish in nearby waters. One is a servant the other works fabrics and makes/ mends clothing. Some documents I'd like to be added are crude drawings for plans for an addition or construction project on plantation and a couple lists of tasks, one for maintenance guy and one for the other two downstairs.
_________________my opinion.

Yeti
Lead Developer
15 Feb 2009
Location: Minnesota: The Land of 11,842 Lakes

Is this ready for review?

Quote:

Some documents I'd like to be added are crude drawings for plans for an addition or construction project on plantation and a couple lists of tasks, one for maintenance guy and one for the other two downstairs.

There are no current signs of construction in the exterior, and I'd rather avoid placing notes unless we have concrete plans for using them in future quests.
_________________-Head of NPCs: Skyrim: Home of the Nords

No, this is not yet ready for review. The exterior could very easily be modified to accommodate the interior details I have added. The plans are just a note on modified sc_paper. The task list will be something similar.
I like the quest idea I have. The rather paranoid and controlling owner of the plantation has a matter that requires some discretion. Although plantation owner has been unable to prove any of his suspicions, he suspects, among other things, someone has been laying with his mistress. This may be a rogue hiding nearby or one of his own servants. Find out what it is. In this quest you must interrogate suspects, do some searching in the interior and exterior to match clues from the mistress' quarters and elsewhere. You can watch the upper apartment to see if the suspect shows themselves.

clues:
excessive dirt tracked in her apartment -could have been anyone

Player is given option of confronting both repairman or mistress. After confronting, mistress she will cry and explain they are in love and that the master there is a violent and unpredictable dunmer and attempts to control her with skooma. In bouts of madness he often locks her in for weeks and that with any accusation of misbehavior a day might will pass without food. The repairman will tell you he initially took pity on the mistress by secreting food to her after hearing her late night cries of pain. He will ask you not report their action to allow them both to be together and escape the murderous wrath of the plantation owner.

The reward for mercy will be some quality repair hammers and a modest amount of coin. The reward to reporting the mistress and handyman will be a larger sum of gold, wrongly accusing either of the other servants will result in a much smaller sum of coin, them being beaten and leaving his service (there is lesser proof). If you report maintence guy and mistress, the plantation owner will enter the residence and murder the handyman and mistress. The furniture in upper apartment will be overturned to show a violent struggle.
_________________my opinion.

Last edited by sasquatch2o on Fri Aug 29, 2014 5:06 am; edited 1 time in total

As I understand it the modifications to the exterior would constitute adding evidence of the affair. That could be added later.
While it is very common for exterior and interior modders to come up with quest ideas in the course of working on a claim, (I have come up with several myself), to my knowledge it has never been TR's protocol to immediately implement those ideas. That would get in the way of TR's workflow.
Generally interior modders just add the quest hooks, and then either wait and see if a quester picks up on the hook or design the quest themselves.

Our shift in workflow has, however, provided another time and stage in development for fleshing out characters and quest ideas, and that is before the interior is made.
Mundrethi is a very wealthy plantation owner who controls a lot of land. As such, I would prefer if you were to present your ideas for his character in this thread or this thread, (to my understanding the latter is more focused on the implementation side of things and the former on the rough planning side), and leave the interior claim for the actual interior work.
_________________"The "drunks" are hopefully leading the "sober" in the right direction. They're just not heading there in a straight line...." - Kovacius

Sure, I often come up with quest ideas while I make my interiors. Creating stories for the interiors and occupants is one of my favorite aspects of interiors. I have half dozen or so more ideas for other interiors as well. I understand if they arent used or are only added much later.
_________________my opinion.

So putting quest implementation aside, is this done? Or do you still have some interior work left to do?
_________________"The "drunks" are hopefully leading the "sober" in the right direction. They're just not heading there in a straight line...." - Kovacius

Reviewing this interior but I don't understand some things. Seneca37 suggested the use of _rm furniture and Sasquatch used _p furniture. This interior houses 2 low level workers (not slaves) and 2 Retainers in House Hlaalu and the mistress of plantation owner Mundrethi.

1) Is this supposed to be a poor interior or middle?

2) There is extravagant belt and glove in 3rd floor, which seems out-of-place with all the _p furniture. Unless that is the property of Mundrethi who left his stuff there when he was having sex with the mistress.

3) And what's with the muck? Is that supposed to simulate dirt tracks as potential "clues" for the quest Sasquatch proposed? Might I suggest making it a new ID and renaming it "Mud" or something? Muck doesn't belong here.

4) And who is the skooma user? Mundrethi or the mistress? Because there are 2 skooma bottles in 3rd level.

5) Good storyline for the quest, Sasquatch. Not sure if it will be used but you've certainly put work into designing the interior to accommodate your idea. I'm unclear, though. If Mundrethi is the actual plantation owner, why aren't there any discussions of him in either of these twothreads that Gnomey pointed out? Is he really that big of an asshole to where he beats and starves his mistress with whom he is having sex?

It would help to know more about these things before I continue reviewing this.
_________________Project Tamriel

"If one is to understand the arcane arts, one must study all its aspects, not just the dogmatic narrow view of the Mages Guild."

1. I personally think poor is acceptable for this interior.
2. I assume those were left by Mundrethi, yes.
3. you bring up a good point with the muck, but I have seen it used that way in other interiors; either we accept that muck works as a stand-in for mud or we comb through the instances of muck in TR and switch out any erroneous uses. (No idea how common the issue is).
4. from what I remember, Sasquatch specified the mistress as the Skooma user. The moonsugar by the repairman is probably there to hint at their relationship.
5. Mundrethi is discussed in this thread to a degree, but that's about it.

To provide the full story: originally, Mundrethi was an old man married to an equally old woman, who appears to have been a dependent of Oran (Rethil, at the time) in some way. There was a small quest in which he asks the player to convince some thugs chilling outside his home to chill elsewhere, and generally comes off as someone who wouldn't hurt a fly, and is totally insignificant.
The house and couple appears to have been moved south, to be re-christened Llaran, though, (the thugs still need to be moved), and probably the only other change in their story will be that they're either independent or less dependent of Oran.

That leaves new-Mundrethi without an identity, so I suppose sasquatch's is as good as any. Though frankly I'd consider making Mundrethi a woman. Whether the mistress becomes a mister and the repairman a woman doesn't really matter. I'd go with whatever combination strikes the NPCer's fancy.
_________________"The "drunks" are hopefully leading the "sober" in the right direction. They're just not heading there in a straight line...." - Kovacius

Review:
Illegal to Sleep Here: Not checked
Fits Exterior: Screenshot
The part where there is the staircase on the southern exterior end doesn't match the interior where the bedroom is. Nobody will notice and the bedroom is nicely done, so I'm leaving it as is.

BOTTOM:
-Locked de_p_chest_02_mclothes3 at 10 since it is someone's possessions. (2x)
-Moved misc_com_broom_01 flush with wall
-Rotated misc_de_glass_yellow_01 to fit on shelf
-Added TR_MomoFishHanging01 & 02 to show that the two guys "fish frequently", as Sasquatch described them.
-Raised furn_de_roped_pole_01 to fit with rope.
-Rotated rope to fit poles.
-Rotated TR_Ingred_Dryfish01
-Light_De_Candle_20 floating
-Added extra misc_spool_01 on top of crate to give emphasis for the mending and sewing that the NPC does
-Rotated misc_de_fishing_pole
-Reduced size of large misc_hook
-furn_de_tapestry_08 backwards

TOP:
-Locked hlaalu_loaddoor_ 02 at 11
-Rotated potion_skooma_01
-p_drain_luck_q bleeding into floor
-Rotated misc_de_lute_01 to rest against wall
-Deleted misc_de_bowl_redware_02 that was stacked into another one
-Lowered misc_flask_01
-furn_de_p_shelf_02 ghosting from wall
-Reposititoned light_de_lantern_10_177_Static on rope

Per Sasquatch's description:
4 workers and 1 mistress live here; the mistress being in the top locked room and the workers in the ground and basement levels. I take it all of them are a mix of Hierlings and Retainers.

Regarding the muck, I suggest a new ID be made since Muck can cure a common disease while dirt or mud is just that. I suggest "Mud", and it can be interpreted as both wet and dried mud. It rains a lot of Morrowind any ways.

Comments In the future, please use snapgrid and snapangle for tilesets so that their coordinates are even numbers and not decimals such as 6334.481. 6334.000, for example, is much better when snapping pieces together.